```metadata title: 5e Consumable Magic Items description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` # Consumable Items ### Acorn of the Oak *Wondrous Item, common* An enchanted acorn. Typically 1d4 of these acorns are found together as treasure. As an action you can turn an acorn into the trunk of an oak tree. The trunk is 20 feet long, and 3 feet in diameter. It is dead and is roughly splintered on each end. If the trunk cuts through a creature or movable object's space when it appears, the creature is pushed to one side of the trunk (your choice). If the trunk is blocked by an immovable object it is smaller to fit the available space. The trunk is non-magical oak that can be used as a barrier, a bridge, as wood, or any other purpose to which a normal oak tree trunk can be used. ### Ashen Embers *Wondrous Item, common* This pouch contains 2d4 pieces of enchanted ash from a fire. As a bonus action you can crush a piece of ash to produce a flame in your hand. The flame remains there for the 10 minutes. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It is warm but does no damage to you or your equipment. You can extinguish it as an action. As an action you can hurl the flame at a creature within 30 feet of you. Make a ranged weapon attack, the flame counts as a simple weapon. On a hit, the target takes 1d8 + your Dexterity modifier fire damage. Attacking with it extinguishes the flame. ### Bait of the Swarm *Wondrous Item, uncommon* A bit of enchanted food wrapped in waxed paper. When the food is exposed the magic is activated. A swarm of creatures is attracted to the food. After one minute, a swarm of beasts appropriate to the area forms in the space with the food. The swarm will attack any creature within range. The swarm remains in the space with the food. The food is an item and can be moved. If the food is moved, the swarm will move to the food. After 10 minutes the food loses its magic and the the swarm dissipates if it was not already slain. ### Bandit Kohl *Wondrous Item, uncommon* A full jar has 8 drops of enchanted kohl. A jar found as treasure usually contains 2d4 drops. Kohl is a charcoal like powder mixed with oil so it sticks to skin. As an action, you can apply a drop of kohl to outline your eyes with a black band. The kohl lasts 1 hour. You can rub or wash the kohl off as an action. While the kohl remains, it provides the following benefits: - You have darkvision out to a range of 60 feet. - You have advantage on Dexterity(Stealth) checks. ### Beads of Shielding *Wondrous Item, uncommon* A bracelet with enchanted glass or ceramic beads. A commplete bracelet has 5 beads. A bracelet found as treasure usually contains 1d4+1 beads. As a reaction when you are hit by an attack you can break a bead to create an invisible barrier of magical force appears to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. ### Blush of Emotion *Wondrous Item, uncommon* A full jar has 8 pinches of enchanted blush powder. A jar found as treasure usually contains 2d4 pinches. Blush is a red powder. As an action you can apply a pinch of blush to your cheeks. The blush lasts 1 hour. You can rub or wash the blush off as an action. While the blush remains, it provides the following benefits: - You have advantage on Charisma(Deception) checks. - You have advantage on Charisma(Persuasion) checks. ### Bone Needle of Stitches *Wondrous Item, common* An enchanted bone needle. Typically 1d4+ of these needles are found together as treasure. As a bonus action you can stab the bone needle into a creature within 5 feet (including yourself). The needle stitches up any wounds of the creature and disappears. The creature recovers 1d4 hit points. ### Bone of Fire *Wondrous Item, common* An enchanted bone charred from fire. Typically 1d4+ of these bones are found together as treasure. As an action you can command the bone to be consumed by flame to have it cast the spell *create bonfire*. When cast this way it does not require concentration and has a spell save DC of 12. ### Bur of Cursing *Wondrous Item, rarity varies* An enchanted bur, a plant seed covered in sticky hooks. When you give the bur to another creature or place it upon them, as a bonus action you can curse them with a word. The creature must succeed on a Wisdom saving throw or become cursed for the duration. The DC and duration depends upon the rarity of the bur. Once used the bur loses its enchantment. The cursed creature has disadvantage on ability checks and saving throws made with an ability score you choose when cursing them. | Rarity | DC | Duration | |:----:|:---------:|:----:| | Uncommon | 12 | 1 hour | | Rare | 15 | 8 hours | | Very Rare | 18 | 24 hours | \page ### Candle of Chaos *Wand, uncommon* A wand made of colored wax inscribed with magic symbols. As a bonus action you can activate the wand. When the wand is activated, on each of your turns for 10 turns starting on your current turn, the wand casts the spell *chaos bolt*. You can aim the *chaos bolt* as an action, using Dexterity as the attribute for your ranged spell attack. If the *chaos bolt* is not aimed, it attacks the nearest creature within range with a +2 attack bonus. The GM determines which roll is used for damage type and the *chaos bolt* can leap to additional targets. ### Chalk of Climbing *Wondrous Item, uncommon* A full bag has 8 pinches of enchanted chalk powder. A bag found as treasure usually contains 2d4 pinches. As an action you can apply a pinch of chalk to your hands. The chalk lasts 1 hour. You can rub or wash the chalk off as an action. While the chalk remains you have a climbing speed of 30 feet. ### Consecrated Bread *Wondrous Item, uncommon* A wafer of divinely blessed bread. The bread has the symbol of a god toasted on it. As an action you can eat a wafter to gain the following effects: - Whenever you make an attack roll, saving throw, or skill check for the next 10 minutes, you can roll a d4 and add the number rolled to the attack roll, saving throw, or skill check. - The wafer provides enough nourishment to sustain you for one day. ### Dagger of Dancing *Wondrous Item, uncommon* A small magic trinket in the shape of a throwing dagger. Typically 1d4 of these trinkets are found together as treasure. As an action you can cause the dagger to magically multiply to fill the air with spinning daggers in a cube 5 feet on each side within 60 feet. A creature takes 4d4 slashing damage when it enters the daggers' area for the first time on a turn or starts its turn there. After 1 minute the daggers loses their magic and turns to dust, the effect ends. ### Die of Desperation *Wondrous Item, uncommon* An enchanted knucklebone carved into a die. The die has three blank sides and three sides with a skull. When you take an action that requires a d20 die roll, you can cast the die of desperation as a free action instead of rolling the d20 to determine the result. Roll a die. If the number rolled is odd, you get a result of rolling a 1. If the number rolled is even, you get a result of rolling a 20 (which is a critical hit on an attack). The die of desperation loses its magic after it is cast.
### Eggs of the Flock *Wondrous Item, common* An enchanted egg from an animal. Typically 1d4 of these eggs are found together as treasure. These enchanted eggs can be used to temporarily summon fel spirits in the form of the animal. They are commonly found in the types fish (quipper), hawk, or lizard but other egg laying animals are possible. - As an action you can expend an egg to cast the spell *flock of familiars* to summon familiars in the form of the the type of egg. ### Eggshell of Stomping *Wondrous Item, uncommon* An enchanted eggshell. As a bonus action you can stomp on an eggshell. For 10 minutes you have tremorsense out to 20 feet. ### Fiery Polish *Wondrous Item, uncommon* A small rag with a film of enchanted oil. Typically 1d4 of these rags are found together as treasure. As an action, a rag can be used to polish a metal weapon, consuming the oil. Once oiled, the weapon erupts in flame for 1 minute. The flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. ### Foretoken of Fortune *Wondrous Item, rarity varies* A thin wooden card with a prophecy written upon it. You know from the prophecy the result of one action. The type of fortune determines the result and rarity. - As a free action you can expend a foretoken to replace the die roll for any attack roll, saving throw, or ability check made by you or a creature that you can see with a die roll of the fortune's value. You must choose to do so before the roll. | Fortune | Roll | Rarity | |:----:|:---------:|:----:| | Abyssmal | 1 | uncommon | | Bad | 5 | common | | Fair | 10 | common | | Good | 15 | common | | Great | 20 | uncommon | ### Hive of Hovering *Wondrous Item, rare* An enchanted wasp hive. As an action you can crush the hive to give all creatures within 5 feet of you (including yourself) a flight speed of 30 for 1 hour. \page ### Holly of Halting *Wondrous Item, uncommon* A sprig with 1d4 enchanted holly leaves. As an action you can expend a holly leaf to cast the spell *spike growth*. When cast this way the spell does not require concentration and you cannot end the spell early. ### Ice Crystal *Wondrous Item, uncommon* A small piece of enchanted glass in the shape of a snowflake. Typically 1d4 of these snowflakes are found together as treasure. As an attack, a melee weapon can be used to smash a snowflake. When you smash a snowflake, all nonmagical flames within 30 feet of you are extinguished and the weapon glows with a cold blue light for 1 minute. While the weapon has the blue aura it provides the following benefits: - When you hit with a melee attack using the weapon, the target takes an extra 1d6 cold damage. - While you hold the weapon, you have Resistance to fire damage. - The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ### Lambent Cage *Wondrous Item, common* A miniature wicker cages containing a bound fey spirit. Typically 1d4 of these cages are found together as treasure. As an action you can open a cage to release the spirit which takes the form of a glowing orb hovering in the air. The orb sheds dim light in a 10 foot radius. The orb has a duration of 1 hour at which time the spirit is released and disappears. You can release the spirit as a bonus action. As a bonus action, you can move the orb up to 60 feet. The spirit is released if the orb is ever more than 120 feet from you. ### Lard of Greasing *Wondrous Item, common* A piece of enchanted lard. Typically 1d4 of these lumps are found wrapped together as treasure. As an action you can expend a lump to cast the spell *grease*. ### Leg of Leaping *Wondrous Item, common* An enchanted leg from a jumping insect. Typically 1d2 of these legs are found together as treasure. As a bonus action you can snap a leg to long jump up to 30 feet or high jump up to 15 feet. ### Mushroom of Learning Languages *Wondrous Item, rare* A dried and enchanted mushroom from the Underdark. As an action you can crumble the mushroom and sprinkle it on your head. You can learn one language that is known by a creature within 30 feet of you. You are aware off all languages spoken with 30 feet of you, but not who knows the languages. You can choose which language to learn. You learn the language permanently. ### Oil of Clarity *Wondrous Item, common* A flask of enchanted oil. To activate this oil it must be used as fuel for a lamp or lantern. Once lit it burns for 6 hours. The oil loses its magic if it is extinguished but can be relit to provide light with no additional effect. While the enchanted oil is burning, all creatures within 15 feet of the oil have the following benefits: - Advantage on sight based Intelligence(Investigation) checks. - Advantage on sight based Wisdom(Perception) checks. ### Oil of Honesty *Wondrous Item, uncommon* A flask of enchanted oil. To activate this oil it must be used as fuel for a lamp or lantern. Once lit it burns for 6 hours. The oil loses its magic if it is extinguished but can be relit to provide light with no additional effect. While the enchanted oil is burning, all creatures within 15 feet of the oil have the following benefits: - A creature that enters the area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature cannot speak a deliberate lie while in the radius. - An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ### Pasty of Filling *Wondrous Item, common* A baked pastry with meat and mushroom stuffing. Typically 1d4 of these pasties are found wrapped together as treasure. As an action you can eat a pasty to gain the following effects: - Your hit point maximum and current hit points increase by 5 for 24 hours. Eating additional pasties within 24 hours will increase your current hit points but not your maximum hit points. It will extend the duration for the increase to your maximum hit points. - The pasty provides enough nourishment to sustain you for one day. \page ### Potion of Firbolg Wisdom *Potion, common* This potion is dark with the smell of unwashed feet and has a sliver of fingernail from a firbolg floating in it. When you drink this potion, your Wisdom score changes to 16 for 1 hour. The potion has no effect on you if your Wisdom is equal to or greater than that score. ### Potion of Orc Strength *Potion, common* This potion is dark with the smell of unwashed feet and has a sliver of fingernail from an orc floating in it. Goblins make these potions to give themselves the strength of their orc allies. When you drink this potion, your Strength score changes to 16 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. ### Potion of Tiefling Charisma *Potion, common* This potion is pink with the smell of lavender and has lavender flowers floating in it. When you drink this potion, your Charisma score changes to 16 for 1 hour. The potion has no effect on you if your Charisma is equal to or greater than that score. ### Puff of Silence *Wondrous Item (cotton ball), uncommon* A small cotton or wool puff the size of a die. Typically 2d4 of these puffs are found together as treasure. As a bonus action you can squeeze a puff in your hand, the puff disappears. For 1 minute, no sound can be created within or pass through a 15-foot-cube centered on you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. ### Rock of Hope *Weapon (improvised), common* A fist size rock with runes painted on it with beeswax. Typically 1d4 of these rocks are found together as treasure. They are created as weapons for the poor and desperate, especially for use against creatures only harmed by magic. The rocks can be wielded as improvised weapons with the thrown property. Once a rock is used to attack it loses its magic. - The rock does 1d10 magic bludgeoning damage. - The rock has advantage on its attack roll. - If thrown, the rock has a normal range of 20 feet and a long range of 60 feet. ### Sardine of Swimming *Wondrous Item, uncommon* A tiny fish enchanted and preserved. Typically 1d4 of these fish are found together as treasure. As an action you can consume a fish to get the ability to breathe underwater and have a swim speed of 30 feet for 10 minutes. ### Sausage of Sustenance *Wondrous Item, uncommon* A spicy sausage made of unknown meat in an intestine casing. Typically 1d4 of these sausages are found together as treasure. As an action you can consume a sausage to get the following effects: - You are healed 1d4+1 hit points. - You gain 1d4+1 temporary hit points. - Your exhaustion level is reduced by 1. - The sausage provides enough nourishment to sustain you for one day. ### Script of Discipline *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it aids you in self-discipline. When a script is consumed the paper turns white. - When you fail a Wisdom or Charisma saving throw, one of the scripts is consumed and you re-roll the saving throw. - You have no choice whether or not to use a script. ### Script of Elan *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it aids you in self-discipline. When a script is consumed the paper turns yellow. - When you gain the Frightened condition, one of the scripts is consumed and the condition ends. - You have no choice whether or not to use a script. ### Script of Purity *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it aids you in self-discipline. When a script is consumed the paper turns yellow. - When you take poison damage, one of the scripts is consumed and you have immunity to that poison damage. - When you gain the Poisoned condition, one of the scripts is consumed and the condition ends. - You have no choice whether or not to use a script. \page ### Script of Salvation *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it protects from fiends. When a script is consumed the paper turns black and is singed. - When a fiend makes an attack roll against you, one of the scripts is consumed and the fiend makes the attack roll at disadvantage. - When you make a saving throw against a fiend, one of the scripts is consumed and you make the saving throw at advantage. - You have no choice whether or not to use a script and you need not be aware of the attacker or attack. ### Script of Stability *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it protects you from dying. When a script is consumed the paper turns red. - When you must make a death saving throw, one of the scripts is consumed and you are stabilized without making the roll. - When you automatically fail a death saving throw (such as due to taking damage), one of the scripts is consumed and you do not fail the death saving throw. - You have no choice whether or not to use a script. ### Script of Warding *Wondrous Item, common* A slip of paper with a line of divine scripture written upon it. Typically 1d4 of these scripts are found together as treasure. When carried or worn it protects from undead. When a script is consumed the paper turns grey and rots. - When an undead makes an attack roll against you, one of the scripts is consumed and the undead makes the attack roll at disadvantage. - When you make a saving throw against an undead creature, one of the scripts is consumed and you make the saving throw at advantage. - You have no choice whether or not to use a script and you need not be aware of the attacker or attack. ### Seashell of Echoes *Wondrous Item, common* A seashell marked with the symbol of a god. Typically 1d4 of these shells are found together as treasure. When held to the ear, you can hear whispers from servants of the god giving you advice. As an action you can use a seashell to cast the cantrip *guidance* on yourself. After you listen to the seashell the whispers fade and it loses its magic. ### Sealing Wax of the Messenger *Wondrous Item, uncommon* A full stick has 8 uses of enchanted sealing wax. A stick found as treasure usually contains 2d4 uses. As an action, a use can be expended to seal an envelope or scroll. The seal has a magical effect for 8 hours. Until the effect ends, a creature carrying the sealed message gains the following benefit: - Until the spell ends, any creature who targets the messenger with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect does not protect the messenger from area effects, such as the explosion of a fireball. - If the messenger makes an attack or casts a spell that affects an enemy creature, the effect ends. ### Set Paint *Wondrous item, rare* A tube of grease paint. Typically 1d4+1 of these lenses are found together as treasure. You can expend a tube of paint to cast the spell *silent image* as a ritual. You paint the image on the ground in the area and when the ritual is complete it becomes an illusory image. When cast this way, the spell does not require concentration but you cannot use your action to move the image. The DC to determine it is an illusion is 8 + your Dexterity modifier + your proficiency bonus if you are proficient with painter's supplies. ### Shard of Self *Wondrous Item, uncommon* A broken hand mirror that starts with 12 enchanted shards of glass. When found as treasure it usually contains 3d4 shards. As an action you can shatter 1 to 3 shards to cast the spell *mirror image*. The number of illusory duplicates created is equal to the number of shards you use. ### Shattered Sight *Wondrous Item, common* An enchanted glass lenses. Typically 2d4 of these lenses are found together as treasure. As a bonus action you can shatter a glass lens to turn invisible. You remain invisible until the end of your next turn. ### Shot of Warning *Wondrous Item, common* A small bottle containing two shots of alcohol. Typically 1d6 of these bottles are found together as treasure. As an action you can drink one shot and pour the other on a door, window, or an area no larger than a 5-foot cube. For 8 hours, you are mentally alerted whenever a Tiny or larger creature touches or enters the warded area. This alert awakens you if you are sleeping. \page ### Smudge of Protection *Wondrous Item, uncommon* An enchanted bundle of dried sage. Typically 1d4 of these bubdles are found together as treasure. The sage can be burned to produce thick smoke. As an action, you can burn a bundle and smudge the smoke on one creature within 5 feet of you (including yourself). The smoke will cling to the target and protect them from fiends. The smoke lasts 1 hour. While the smoke remains the target has the follwing benefits: - Fiends and undead have disadvantage on attack rolls against the target. - The target cannot be charmed, frightened, or possessed by fiends or undead. - If the target is already charmed, frightened, or possessed by a fiend or undead, the target has advantage on any new saving throw against the relevant effect. ### Smudge of Signaling *Wondrous Item, common* An enchanted bundle of mullein. Typically 1d4 of these bundles are found together as treasure. The grass can be burned to produce thick white smoke. You can take a minute burn a bundle to cast the spell *skywrite*. ### Smudge of Smoke *Wondrous Item, common* An enchanted bundle of dried grass. Typically 1d4 of these bundles are found together as treasure. The grass can be burned to produce thick black smoke. As an action you can burn a bundle to cast the spell *fog cloud*. When cast this way, the spell does not require concentration. ### Smudge of Visions *Wondrous Item, uncommon* An enchanted bundle of dried verbena. Typically 1d4 of these bundles are found together as treasure. The verbena can be burned to produce thick smoke. The smoke will form shapes or writing to fortell the future. You can take a minute to burn a bundle to cast the spell *augury*. ### Soap of Cleansing *Wondrous Item, uncommon* A bar of enchanted soap that when whole has 8 charges. When found as treasure it usually has 2d4 charges remaining. Using the soap and water, you can apply a charge of the soap to a willing or helpless creature or item by washing them for 1 minute. The target is cured of one of the following: - a disease - the poisoned condition ### Stings of Amber *Wondrous Item, common* A small pieces of enchanted amber with an insect inside. Typically 3d4 of these pieces are found together as treasure. As a bonus action you can crush an amber piece to release a magic dart. The dart hits a creature of your choice that you can see within 120 feet. The dart deals 1d4 + 1 force damage to its target. ### Thorn of Life's Blood *Wondrous Item, common* An enchanted hollow thorn dyed red. As an action you can stab yourself with the thorn to take 1 hit point of damage and your maximum hit points are reduced by 1 hit point until the effect ends. The effect lasts 8 hours. The first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the effect ends. ### Torch of Courage *Wondrous Item, uncommon* Typically 1d4 of these torches are found together as treasure. As an action you can light a torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, you and and friendly creatures within 20 feet of you have immunity to the Frightened condition. ### Torch of Divine Flame *Wondrous Item, uncommon* Typically 1d3 of these torches are found together as treasure. As an action you can light a torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, all friendly creatures within 20 feet of the torch (including you) have the following benefits: - Fiends make attack rolls against you at disadvantage. - When you make a saving throw against a fiend, you make the saving throw at advantage. ### Torch of Life *Wondrous Item, uncommon* Typically 1d3 of these torches are found together as treasure. As an action you can light a torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, all friendly creatures within 20 feet of the torch (including you) have the following benefits: - Resistance to necrotic damage. - Their hit point maximum cannot be reduced. - When they starts their turn with 0 hit points they regain 1 hit point. \page ### Torch of the Lively Flame *Wondrous Item, uncommon* Typically 1d3 of these torches are found together as treasure. As an action you can light the torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, all friendly creatures within 20 feet of the torch (including you) have the following benefits: - Undead make attack rolls against you at disadvantage. - When you make a saving throw against an undead creature, you make the saving throw at advantage. ### Torch of Purity *Wondrous Item, uncommon* Typically 1d3 of these torches are found together as treasure. As an action you can light the torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, all friendly creatures within 20 feet of the torch (including you) have the following benefits: - They cannot become diseased. - They have resistance to poison damage. - They have advantage on saving throws against poison. ### Torch of the Warm Glow *Wondrous Item, uncommon* Typically 1d4 of these torches are found together as treasure. As an action you can light the torch. The torch burns for 1 hour. You can extinguish the torch as an action. Once extinguished the torch cannot be relit. While the torch is burning, all friendly creatures within 20 feet of the torch (including you) have resistance to cold damage. ### Wax of Illumination *Wondrous Item, common* A stick of enchanted wax that when whole has 8 charges. When found as treasure it usually has 2d4 charges remaining. As an action you can rub the wax on an object that is no larger than 10 feet in any dimension, consuming a charge. For 1 hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. ### Web of Warding *Wondrous Item, uncommon* A wad of spiderweb. As an action you can pull apart the wad to cast the spell *web*. When cast this way it does not require concentration and has a spell save DC of 12. ### Wild Card *Wondrous Item, common* An enchanted playing card. When shuffled into a deck of cards it takes on the appearance of the cards. Once, while playing with a deck containing the enchanted card, you can swap the appearance of the card with another in the deck. This gives you a +10 on a Playing Card Set check. The card then loses its enchantment.